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By: sanhedrin, John Franklin
Jul 28 2010 11:29pm
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100 Card Singleton is the perfect casual format, simply because it lets you play with so many different cards in one deck. And like most of the casual Classic formats, 100CS still has some unexplored corners to root around in for secret tech. I’ve spent a little time recently combing through set spoilers in search of hidden gems, and by the time I came up for air the list held 100 janktastic cards. Here are the criteria I worked with:

 

1. The cards must be relatively unplayed and unknown – cards that are hazy in memory and make you zoom in and read them. This means the distinct smell of jank will waft from virtually all of these, since the obviously busted cards from even the older sets still see play all the time.

2. They have to be “good” when used correctly, and should result in card advantage or hold intriguing potential interactions in 100CS decks. I’m looking for cards that can really shine, given the right situation. 

3. All of these cards cost 25 cents or less on mtgotraders.com, and most are 10 cents or less. Some are even budget versions of expensive Tier One cards that might only be 8 cents because they’re only playable in Classic formats.

 

There are very few creatures on this list. Good, efficient creatures are typically well played across many formats and need no showcasing from me. And since there are one hundred cards to peruse, I’ve ordered them alphabetically and split them up into two articles. And be sure to look for the Gold Medal emblem indicating a card that is undeniably awesome and sure to find a home in non-jank decks.

 

Without further ado, here are the first fifty janktastic gems for 100 Card Singleton:

Acquire

Acquire

Though not as fantastic as Bribery, the artifact version can still deliver. Though sometimes you’ll have to settle for a Solemn Simulacrum or (Sensei’s Divining Top), you just might get lucky and net a Duplicant or Sword of Light and Shadow. Unlike Bribery where the card you’re taking from them is likely to worth more than the 5 Bribery costs, with Acquire you’re more likely to net a card that costs less than 5 but impacts the board a good deal more.

AEther Mutation

AEther Mutation

Bouncing a big guy from the other side of the board can sometimes “Time Walk” your opponent, and getting a small army at the same time is huge. I think of this as a mini Martial Coup. Even better if you have something to do with the tokens.

AEther Storm

AEther Storm

A control deck doesn’t play this to deal 4 damage for 4 mana, but as a kind of mind game to dictate the flow of the game. Like with Standstill, players will often wait too long before breaking it, and time is almost always on the control player’s side.

All Suns' Dawn

All Suns' Dawn

A favorite in EDH, this will seldom “draw” you all 5 cards in a two player game, but it can be very frustrating to an opponent when the same cards they saw fit to spend removal on return to your hand. I would go as low as playing this in a 3-color deck, as regrowing 3 cards for 5 mana is still awfully good.

Ana SAnctuary

Ana Sanctuary

With a little bit of setup you can give any one of your creatures the Scute Mob ability. Even just a +1/+1 counter every turn can give you The Kitchen Finks That Wouldn’t Die. Play with Mistvein Borderpost.
Animal Magnetism

Animal Magnetism

Best with (Sensei’s Divining Top) in a creature-heavy deck, this could make for one of those quick Turn 5 Eldrazi concessions. Works well with cards that make use of the graveyard.

Annihilate

Annihilate

Card advantage at instant speed. When’s this one getting reprinted?

Auratouched Mage

Auratouched Mage

Including an Eldrazi Conscription in your deck makes this a back-breaking one-card combo. Ouch. This kind of “oops I win” combo fits into any deck that plays white.

Barrin's Spite

Barrin's Spite

The fact that your opponent gets the Sophie’s Choice hurt this, but it still sets them back by their two best creatures.

Cabal Slaver

Cabal Slaver

Game over in a dedicated goblin deck.

Call of the Wild

Call of the Wild

Careful acceleration means you’ll easily activate this twice a turn in the mid game. Library manipulation obviously helps.
Callous Oppressor

Callous Oppressor

The built-in disadvantage here is mitigated by the format’s deck size and singleton nature. They’re likely just going to name the creature type of their favorite card on board or in hand, letting you enslave virtually everything else they’ve got. Anyone else remember fearing this guy in Standard, before Vedalken Shackles obsolesced him?

Candles of Leng

Candles of Leng

Unoriginal tech in singleton formats, but still a great deal if you’re heading into a long game.

Captain's Maneuver

Captain's Maneuver

Save your guy and kill theirs for pure card advantage, or aim it back at their head.

Cauldron Dance

Cauldron Dance

It requires perfect timing, but with creatures with good Enters the Battlefield abilities this can turn a game around.

Caustic Tar

Caustic Tar

A surprisingly fast clock that shines in an environment where creature removal is far more common than land destruction or enchantment kill.

Ceta Sanctuary

Ceta Sanctuary

How huge is drawing an extra couple of cards every turn? Play with Firewild Borderpost.

Choice of Damnations

Choice of Damnations

Just a beating in the late game, when they’re either going to lose half their life or half their permanents. Your choice. I’ve played this a grand total of once, years ago, and my opponent didn’t read the card – they picked “zero” and somehow I pulled out the win.

Colfenor's Plans

Colfenor's Plans

See, you’re also playing a color with enchantment kill, and you just drew seven cards. The Arcane Laboratory drawback elegantly neutralizes a good deal of the card’s benefit, but not if you’re playing instants on your opponent’s turn. Assuming you’re also playing lands you drew from the (Colfenor’s Plans), you’ll ideally be playing three cards a turn, so you’ll be done with it and ready send it packing very quickly.

Conquer

Conquer

Annex 2. Useful in a format with many powerful lands. Accelerate yourself and set them back.

Consecrate Land

Consecrate Land

Changes to the templating of this card make the enchanted land indestructible, which could be interesting in a deck with lots of manlands.

Darksteel Garrison

Darksteel Garrison

Speaking of… It’s a little silly, but put this on a manland and it becomes very hard to kill. And it pumps itself when it attacks. The Garrison won’t even fall off at end of turn. And since “Fortify” didn’t come back during “land matters” Zendikar block, it’s looking like this is the only chance you’ll have to use this strange ability.

Dauthi Embrace

Dauthi Embrace

Shadow is almost always the same thing as unblockable. And since all it takes is 2 mana it’s easy to give to multiple creatures, or your entire team. Expect this to end games quickly.

Death Mutation

Death Mutation

It’s expensive, but how do you lose afterword?

Dimensional Breach

Dimensional Breach

Win-more, so long as you have the biggest threat on the board when you cast it. Unless you’ve got Ghostway or Flickerwisp. Oh, and 10 mana. This is one of the biggest effects I’ve seen on a card outside of Scheherazade.

Dreams of the Dead

Dreams of the Dead

A card like this sets my mind racing. It combos with all sorts of good stuff like Mulldrifter, Angel of Despair, Shriekmaw, and many, many more. They’re going to be hunting up that Bojuka Bog just as fast as they can.
Dregs of Sorrow

Dregs of Sorrow

It costs a lot, but it’s also a one-sided Decree of Pain. Or a super-cantripping Plague Wind.

Eater of Days

Eater of Days

Hey, it’s the Casual Room, and sometimes you’ve just got to go for it. Don’t you ever play cards just for the story potential?

Echo Chamber

Echo Chamber

Who doesn’t love a little bit of Kiki-Jiki action now and again? And that “opponent’s choice” bit doesn’t mean you have to leave them with a choice they’re happy with: pick on their little, uninteresting guys like a schoolyard bully to guarantee you’ll end up with one of their best creatures.

Elemental Augury

Elemental Augury

Sure, you can use it as an overpriced Top that doesn’t draw, but wouldn’t you rather decide which card your opponent is going to draw every turn?

Endless Whispers

Endless Whispers

A Casual Room classic. It’s difficult to build 100CS decks around effects like this, but it’s much easier to play around it if you happen to draw it.

Enshrined Memories

Enshrined Memories

Green doesn’t get a lot of card drawing outside of Harmonize and the de facto card drawing of mana acceleration and this is a great mid/late game way to restuff your hand with dudes.

Evangelize

Evangelize

Without the kicker you have to sculpt the game state for this to shine, but later in the game you’ll be stealing guys almost as fast as they can cast them.

Feast or Famine

Feast or Famine

Sometimes choice is a kind of pseudo card advantage: right up until you cast it, Feast or Famine is like having both Terror and Ashcoat Bear in your hand. It’s Schrodinger’s Card. You’ll almost always use this as a Terror, but sometimes you’ll need another creature to attack a Planeswalker, for example.

Fervent Charge

Fervent Charge

There are lots of cards with this effect as a one-of instant or sorcery, but this cousin of Fires of Yavimaya will put your opponent on the defensive the entire rest of the game.

Forgotten Lore Forgotten Lore

Here’s how I tend to look at cards with (Regrowth) effects: if it’s in your graveyard it was either good enough to cast once already or good enough for your opponent to kill. Help yourself out here by targeting yourself with (Relic of Pregenitus).

Form of the Dragon

Form of the Dragon

You have to play this at least once in your life. It’s 8 cents. Come on. Are you trying to tell me you don’t want to become a DRAGON? Then go back in time and tell your 9 year old self that you refused to shell out 8 cents to turn into A DRAGON. When you’re done, try my awesome variant: Form of Mogg Fanatic.

Gather Specimens

Gather Specimens

It seems expensive, but that’s the same CMC as Draining Whelk and Confiscate. And maybe you’ll live the dream and catch them with their Cascade pants down. Stealing is always a two-for-one.
Godo, Bandit Warlord

Godo, Bandit Warlord

Not all that janky, this one costs a surprisingly cheap 10 cents. For 6 mana it fetches AND plays your Sword of Light and Shadow. I’ve found it best to play more than just one powerful equipment card in your deck to go with Godo, like a Loxodon Warhammer, in case you draw one before you draw Godo. His untapping/second combat ability doesn’t just work with Samurai – it’s also great with Vigilance creatures.

Golden Wish

Golden Wish

Due to certain MTGO-only rules constraints you’re only able to access your sideboard with the wishes in timed games. But since the Casual Room defaults to single games instead of 2 of 3, why not create a silver bullet sideboard for your 100CS deck that you’ll only use when wishing? Golden Wish costs a very friendly 12 cents, and can tutor up the exact artifact or enchantment you need at any given time. With access to Cunning Wish, Living Wish, or Burning Wish (the ones that saw tournament play) you can do the same thing with other card types, and they’re only a few dollars each. The strategy is still a sound one.

Grim Reminder

Grim Reminder

Still not exactly playable, but there’s enough overlay with some popular cards that you’re bound to hit something sooner or later.

Grinning Totem

Grinning Totem

Bribery effects are quite powerful in 100CS decks since the top end of mana curves tend to be swingy bombs. Stealing one of their best cards has the added benefit of making sure they never draw it. Grinning Totem is extremely flexible, even allowing you to steal utility lands like Academy Ruins and (Volrath’s Stronghold) if your board position is suited for it.

Guardian Idol

Guardian Idol

Why not play the signet that’s also a “manland”? It certainly doesn’t attract as much heat as something like Phyrexian Totem.

Hecatomb

Hecatomb

I see this as a mono-black Fireball that lets you kill over multiple turns. Kill their team first then finish them off at your leisure.

Hesitation

Hesitation

Not quite Standstill

Hibernation's End

Hibernation's End

Another popular Casual Room card, this one makes subtle but important demands of your deckbuilding. For maximum value it’s important that you actually have early drops that make this card worthwhile, especially since Hibernation's End attracts a lot of hate and may not last long. Thankfully we now have excellent one-drop threats like Dragonmaster Outcast and Scute Mob, so you’re not stuck fishing for your Llanowar Elves every time.

Hobble

Hobble

Cheap, cantripping removal. Just make sure you don’t accidentally attack into their Eldrazi with it. This is perhaps my favorite card of all time. Since it costs a big ol’ 2 cents, you should probably shell out for the playset and use them in Pauper too.

Hymn of Rebirth

Hymn of Rebirth

Your graveyard or theirs.

Immortal Coil

Immortal Coil

This strikes me as the easiest Lich effect to build around since you don’t lose the game if the Coil is removed. It also doesn’t cause you to skip your draw step, which is nice.

Invincible Hymn

Invincible Hymn

Beacon of Immortality is great in EDH where you start with 40 life, but Invincible Hymn is much better in 100CS where you’re likely to go up to 60 or so life.

So there’s the first half of the list. The second half with 50 more gloriously janky cards have already been written and will be posted shortly. I like to end each of my articles with a Comment Contest, and here is today’s: leave a comment with your suggestion for the funniest variation on Form of the Dragon. In one week I will choose the submission I get the biggest kick out of and the winner will win their own foil copy of Form of the Dragon!

8 Comments

Cool article..useful jank is by FierceTable at Thu, 07/29/2010 - 01:52
FierceTable's picture

Cool article..useful jank is great fun in the casual room. As a self-proclaimed "cheap" player I was interested to see what cards you liked and which ones I may have missed. Unfortunately I didn't find anything new, but I guess that means I've been doing a good job as a cheap player. Only nitpick I have is that Dreams of the Dead doesn't combo very well with Mulldrifter (at least not without additional help).

Edit: I'll add an extra that I've fallen in love with: Auratouched Mage fetching Fool's Demise is a cute play that's pretty resilient in the face of lots of different board positions.

I opened a Fool's Demise in by Scartore at Thu, 07/29/2010 - 08:18
Scartore's picture

I opened a Fool's Demise in the Coalition league... it took me forever to figure out what you're supposed to do with it...

Interesting list... by Orgion at Thu, 07/29/2010 - 03:38
Orgion's picture

Some interesting cards. I missed most of the Odyssey and Invasion blocks so it's nice to see some interesting cards I haven't seen before. Reckon I might find room for aether mutation in my UG tempo deck. Shame that one isn't an instant though :(

Incidentally, not sure Ana Sanctuary does what you think it does. No counters are involved, so Finks will die like everyone else if you "double tap" it. Still +5/+5 isn't something to sniff at when it's as easy to trigger as this is.

wouldn't animal magnetism be by StealthBadger at Thu, 07/29/2010 - 06:13
StealthBadger's picture

wouldn't animal magnetism be better in a creature-light deck? It seems like the more creatures you hit, the more likely the opponent is to just give you an elf or something. If you can somehow set it up so you only hit progenitus or something, then it seems ok.

Great list by Zimbardo at Thu, 07/29/2010 - 07:43
Zimbardo's picture
5

This list helps to explain part of what is so fun about 100CS. Using janky cards is fun stuff! I look forward to the next 50.

I love by Scartore at Thu, 07/29/2010 - 08:21
Scartore's picture
5

I love list's like this because it can be so hard to see notice good janky cards from amongst the vast collection of stuff out there. And I suppose everything here could find a place in Commander decks as well.

Dreams of the dead combos well with the reverse evoke critters like meadowboon very well.

re-read Ana Sanctuary by caterpillar at Sat, 07/31/2010 - 09:57
caterpillar's picture

It doesn't give counters, so it won't reset creatures with persist. I also quite like Necra Sanctuary as there are plenty of green/white cards that can trigger it, and causing life loss in G/W is a bit unusual. Works great with Sterling Grove, either as a tutor or to protect it. Privileged Position obviously works well too.
The Auratouched Mage/Eldrazi Conscription combo is OK. If you play with Arcanum Wings too, you can still get the Conscription into play even if it's in your hand when you cast the Mage.
Caustic Tar is especially good with effects that untap lands. OK, that's obvious, but if you've got an Earthcraft/Squirrel Nest combo in your deck and a few other other land untappers, Caustic Tar can be much better than Squirrel Nest simply due to the speed at which it can end the game--you can still end up losing matches when you get the Earthcraft/Nest combo going simply due to running out of time.
Willbender and other target-changing effects can upgrade Evangelize so that it steals the creature you want.
Grim Reminder ... a card I've been meaning to try since it was printed, since it seems like a natural fit in a 5-colour "good stuff" deck. This /should/ be much better in 100CS because of the potential for overlapping sets of cards between a 5-colour good stuff deck and any other deck you're likely to play against. A pity that Entomb is so expensive.

Great, more cards I have to by sanhedrin at Sat, 07/31/2010 - 12:49
sanhedrin's picture

Great, more cards I have to buy now!